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* When you start a new character in the 1975 ''VideoGame/{{dnd}}'', the dungeon, its treasures, and the geography of its levels are randomly generated. When you die, the dungeon resets again, so you can't going through the same dungeon twice with different characters
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Pinball.WHO Dunnit has been moved to Pinball.Who Dunnit 1995 for disambiguation purposes. I also added some context to the example in question.


* Each case in ''[[Pinball/WHODunnit WHO dunnit]]'' has a killer randomly selected from a pool of five suspects.

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* Each case in ''[[Pinball/WHODunnit WHO dunnit]]'' has ''Pinball/WhoDunnit1995'' tasks the player with finding a killer that's randomly selected from a pool of five suspects.
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* ''VideoGame/{{Meritous}}'': The map changes for each new game, but is static for every save.
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* ''VideoGame/AbsentedAgeSquarebound'': Numbered floors all have random layouts and loot, though important maps such as boss arenas and checkpoints are predetermined.


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* ''VideoGame/FarawayStory'': Whenever the player enters a dungeon, all maps except for special event maps or final maps are procedurally generated. However, most areas have map items that grant access to premade versions of the dungeons, usually for story purposes.
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* The first two ''VideoGame/DragonQuestMonsters'' games. In the sequel, there were predefined "main" worlds and the sub-worlds were randomly generated; in the original, all worlds were randomly generated.
* In ''VideoGame/{{Pikmin}} 2,'' the caves are created this way. The shape of the sublevels remains the same, but where the enemies, walls, treasures and other stuff are placed changes with each sublevel (with a few exceptions).
* ''Infinite Dungeons'' official module for ''VideoGame/NeverwinterNights''.

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* ''VideoGame/DragonQuestMonsters'': The first two ''VideoGame/DragonQuestMonsters'' games. In the sequel, there were predefined "main" worlds and the sub-worlds were randomly generated; in the original, all worlds were randomly generated.
* In ''VideoGame/{{Pikmin}} 2,'' the ''VideoGame/Pikmin2'': The caves are created this way. The shape of the sublevels remains the same, but where the enemies, walls, treasures and other stuff are placed changes with each sublevel (with a few exceptions).
* ''Infinite Dungeons'' %%* ''VideoGame/InfiniteDungeons'': The official module for ''VideoGame/NeverwinterNights''.
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* ''VideoGame/TheVisionOfTheAnt''
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Added an example from the work page.

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* ''VideoGame/UphillRush'': The track designs for each level are random. Though it is actually made from several pre-made setpieces which the game decides when and where to use, so you may start with a loop-de-loop and proceed to a fairly tall hill or the other way around, or start with some other track part entirely.
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* ''VideoGame/{{Hades}}'' is primarily this, the idea being that it's meant to confuse and disorient any souls trying to escape Tartarus, especially Zagreus.
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** In ''VideoGame/TheTombOfTheTaskMaker'', three villages (Trading Post, Isles of Muck, and Eyearrass) all have subterranean levels (Subterra, Undertow Cove, and Papyruswork) which are randomly generated except for the exits. The dungeon of Grayclay and its sub-level Tubors are also randomly generated except for the exits.
* Storm Impact's other game, the skiing game ''VideoGame/MacSki'', has several levels for skiing. The default one is "Algorithmia", which is randomly generated every time.

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** In ''VideoGame/TheTombOfTheTaskMaker'', three villages (Trading Post, Isles of Muck, and Eyearrass) all have subterranean levels (Subterra, Undertow Cove, and Papyruswork) which are randomly generated except for the exits. generated. The dungeon of Grayclay and its sub-level Tubors are also randomly generated except for generated. However, in all of these examples, the exits.
exits are in the same spot every time.
* In Storm Impact's other game, the skiing game ''VideoGame/MacSki'', has several levels for skiing. The the default one is "Algorithmia", which level "Algorithmia" is randomly generated every time.
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* ''VideoGame/AIDungeon2'' generates the game world and everything that exists and happens inside it using a state-of-the-art AI that runs on a supercomputer. Technically all it does is generate text, but the results can be surprisingly good.
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* ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':

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* ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':''Franchise/{{Persona}}'':
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* ''[[Franchise/{{Warhammer}} Warhammer Quest]]'' uses a deck of cards and matching tiles to build a dungeon as the players explore it. Whenever you reach a doorway, you flip a card to tell you what tile comes next, with certain tiles like T-junctions splitting the deck.
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* In ''VideoGame/AxiomVerge'', the secret areas are randomly generated combinations of rooms. The access points are also different in each playthrough, though selected from among a fixed set of candidate locations.

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* In ''VideoGame/AxiomVerge'', the secret areas are randomly generated combinations of rooms.rooms, possibly inspired by the "[[MinusWorld Hidden Worlds]]" in VideoGame/{{Metroid}}''. The access points are also different in each playthrough, though selected from among a fixed set of candidate locations.
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** In ''VideoGame/TombOfTheTaskMaker'', three villages (Trading Post, Isles of Muck, and Eyearrass) all have subterranean levels (Subterra, Undertow Cove, and Papyruswork) which are randomly generated except for the exits. The dungeon of Grayclay and its sub-level Tubors are also randomly generated except for the exits.

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** In ''VideoGame/TombOfTheTaskMaker'', ''VideoGame/TheTombOfTheTaskMaker'', three villages (Trading Post, Isles of Muck, and Eyearrass) all have subterranean levels (Subterra, Undertow Cove, and Papyruswork) which are randomly generated except for the exits. The dungeon of Grayclay and its sub-level Tubors are also randomly generated except for the exits.
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* Storm Impact's ''VideoGame/TaskMaker'' franchise has multiple examples:
** In the original ''[=TaskMaker=]'', players who die are sent to Hell, a randomly-generated fire maze from which the player must escape to return to the game. The only condition is that the maze will always have four exits, but only one is actually accessible.
** In ''VideoGame/TombOfTheTaskMaker'', three villages (Trading Post, Isles of Muck, and Eyearrass) all have subterranean levels (Subterra, Undertow Cove, and Papyruswork) which are randomly generated except for the exits. The dungeon of Grayclay and its sub-level Tubors are also randomly generated except for the exits.
* Storm Impact's other game, the skiing game ''VideoGame/MacSki'', has several levels for skiing. The default one is "Algorithmia", which is randomly generated every time.
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This is when a VideoGame generates a map, dungeon or level in a random (or, at the very least, unpredictable) fashion. Rather than seeing the same level designs over and over, the player gets a slightly different experience every time they play. {{Roguelike}}s and {{Endless Running Game}}s are the main users of this technique. Can lead to bad level design and bad gameplay if the maps generated are frustrating, terrible or likely to lead to other complications, but a good level generator can make the game interesting for more time and not being based on memorizing.

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This is when a VideoGame generates a map, dungeon or level in a random [[GameplayRandomization random]] (or, at the very least, unpredictable) fashion. Rather than seeing the same level designs over and over, the player gets a slightly different experience every time they play. {{Roguelike}}s and {{Endless Running Game}}s are the main users of this technique. Can lead to bad level design and bad gameplay if the maps generated are frustrating, terrible or likely to lead to other complications, but a good level generator can make the game interesting for more time and not being based on memorizing.
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* Similar to ''Minecraft'' above, maps in ''VideoGame/{{Hytale}}'''s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it. Not counting the ocean, there are at least six zones on the game's main planet of Orbis alone, with two as of yet unannounced.

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* Similar to ''Minecraft'' above, maps Maps in ''VideoGame/{{Hytale}}'''s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it. Not counting the ocean, there are at least six zones on the game's main planet of Orbis alone, with two as of yet unannounced.
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This is when a VideoGame generates a map, dungeon or level in a random (or, at the very least, unpredictable) fashion. Rather than seeing the same level designs over and over, the player gets a slightly different experience every time he plays. {{Roguelike}}s and {{Endless Running Game}}s are the main users of this technique. Can lead to bad level design and bad gameplay if the maps generated are frustrating, terrible or likely to lead to other complications, but a good level generator can make the game interesting for more time and not being based on memorizing.

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This is when a VideoGame generates a map, dungeon or level in a random (or, at the very least, unpredictable) fashion. Rather than seeing the same level designs over and over, the player gets a slightly different experience every time he plays.they play. {{Roguelike}}s and {{Endless Running Game}}s are the main users of this technique. Can lead to bad level design and bad gameplay if the maps generated are frustrating, terrible or likely to lead to other complications, but a good level generator can make the game interesting for more time and not being based on memorizing.
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* The [[BonusDungeon Skull Cavern]] in ''VideoGame/StardewValley''. In the regular mines, while there is still a sense of randomness in the enemies and items that spawn as well as when the ladders show up, each floor has a set layout, and it ends at level 120. In the Skull Cavern, however, the level layouts are ''completely'' randomized, and you can go down well past level 120.
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* Similar to ''Minecraft'' above, maps in VideoGame/{{Hytale}}'s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it. Not counting the ocean, there are at least six zones on the game's main planet of Orbis alone, with two as of yet unannounced.

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* Similar to ''Minecraft'' above, maps in VideoGame/{{Hytale}}'s ''VideoGame/{{Hytale}}'''s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it. Not counting the ocean, there are at least six zones on the game's main planet of Orbis alone, with two as of yet unannounced.
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* Similar to ''Minecraft'', maps in VideoGame/{{Hytale}}'s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it.

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* Similar to ''Minecraft'', ''Minecraft'' above, maps in VideoGame/{{Hytale}}'s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it. Not counting the ocean, there are at least six zones on the game's main planet of Orbis alone, with two as of yet unannounced.
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* Similar to ''Minecraft'', maps in VideoGame/{{Hytale}}'s Adventure mode are randomly-generated. ''Unlike'' its inspiration, however, these maps are split into zones, each with different rules for the world generation system to follow; zones have their own biomes, cave systems, blocks, creatures, races, dungeons, coastal features, etc. Sometimes, these zones will collide and create fun environmental quirks, which are what the dev team calls "happy little accidents". Even the deep ocean kind of counts as a zone, and the "infinite lands" can be found beyond it.
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* ''VideoGame/{{Angband}}'' and all of it's derivatives, though some will include pre-generated levels in addition.
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* In ''VideoGame/{{Distance}}'', Trackmogrify mode has you type something, which is then used as a seed for a track generator.
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* Each fight during [[TournamentArc Vytal Festival Tournament]] in ''WebAnimation/{{RWBY}}'' takes place in a randomly generated arena, combining several terrain types like forests, mountains, hills or ice. The amount of terrain types depends on the round - team battles have two "zones", while doubles have four. [[spoiler: It becomes [[SubvertedTrope subverted]] once we learn that Cinder is manipulating the draw.]]

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* Each fight during [[TournamentArc Vytal Festival Tournament]] in ''WebAnimation/{{RWBY}}'' takes place in a randomly generated arena, combining several terrain types like forests, mountains, hills or ice. The amount of terrain types depends on the round - team battles have two "zones", while doubles have four. [[spoiler: It becomes [[SubvertedTrope subverted]] once we learn that Cinder is [[spoiler:The villains end up manipulating the draw."randomness" to their own benefit.]]
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* ''VideoGame/GodOfWarPS4'' has Niflheim, which is randomly generated each time you go in it. While a few seeds are always the same, such as the location of [[BonusBoss a Valkyrie]] and a room full of treasure that require Mist Echoes to unlock, the rest is random as to what chests and loot you can find.
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* In ''VideoGame/GranblueFantasy'', the Arcarum expeditions (barring the 3rd, 6th, and 9th boss stages) are all randomly generated, and vary from the positioning of the nodes and their contents, such as objectives, enemies, and treasures.

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* ''Yoda Stories''.

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%% * ''Yoda Stories''.


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* ''VideoGame/{{Unloved}}'', in stark contrast to the tightly-designed ''VideoGame/{{Doom}} II'' WAD it was supposedly based on.
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* ''VideoGame/TwentyXX'' has a random seed system, although you can enter a seed for a specific runthrough using one of the variant challenges. The pieces are selected from an established lineup of challenges, and then modified based on difficulty: for example, you'll likely see a couple of familiar platform arrangements in the Skytemple, but in later levels, they're covered in lasers and powerful Maceknights that shoot death rays when their shields are struck.
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* In ''VideoGame/AxiomVerge'', the secret areas are randomly generated combinations of rooms. The access points are also different in each playthrough, though selected from among a fixed set of candidate locations.

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